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Re: Multi-Mob Leveling

Posted: Sun Jul 03, 2005 2:31 am
by omsop
i know you can have melee with the mages, but since when did mobs only attack melee? even when the melee use taunt it will still be hard enough due to the fact that if there was 5 - 10 mobs attacking, the melee is severely outnumbered & cannot taunt them all, so therefor the mages would get attacked, there would be alot of broken incantations & alot of DP.

still a very nice idea, but in My opinion, unless they increase the team size to 10 - 15 ppl, i personally cant see it working.

Re: Multi-Mob Leveling

Posted: Sun Jul 03, 2005 4:38 am
by dcaxe
It would be a very cool way of adding some variety to the leveling grind. Once of the main "Features" of the raid engine is meant to be the large mobs.

But even in general, I think that adding a bonus to xp (or to the mobs levels in the xp algorithim that would then translate into a higher xp reward) for teams that take on multiple adds at the same time would be very cool addition to the game. It could be a lot more fun to hunting in teams :)

Also add a lot more usefullness to the meleers out there without having to change the charater ablities. I know as a meleer I can keep two adds on me and away form the healers/ele, not just one. I find this fun, but currently there is no reward for doing so.

Re: Multi-Mob Leveling

Posted: Tue Jul 05, 2005 12:53 pm
by sehracii
thurgond wrote:Let me see, you want a group of social creatures that come at you as a group, perferably with low hit points so you can kill them with circular attacks and elemental bombs.

The examples of this I know of are not herbivores, but omnivores (I'm making assumptions based on normal homin eating habits, never having had a discussion with them about food.) better known as bandits. There is no exp bonus, but you can get fame and they drop dappers so you never have to go back to town to sell/store mats.

Excellent! Good point, the AI for the group mentality is already in the game.

Now just take that and add it to some type of kitin, maybe a special purple kipee or something in 250 zones and remove the auto aggro. Make them groups of 6 and give them an XP bonus over what their levels would typically ordain.

Now you have something for a group of six lvl 240 players to take on and still get good XP/time.

:D

Re: Multi-Mob Leveling

Posted: Tue Jul 05, 2005 12:58 pm
by basicart
sehracii wrote:Excellent! Good point, the AI for the group mentality is already in the game.

Now just take that and add it to some type of kitin, maybe a special purple kipee or something in 250 zones and remove the auto aggro. Make them groups of 6 and give them an XP bonus over what their levels would typically ordain.

Now you have something for a group of six lvl 240 players to take on and still get good XP/time.

:D
Excpt ya get stuned and all die :D

Re: Multi-Mob Leveling

Posted: Tue Jul 05, 2005 1:07 pm
by sehracii
OK... so not kipee....

;)

Re: Multi-Mob Leveling

Posted: Tue Jul 05, 2005 1:24 pm
by boinged
Sounds like a nice idea (this behaviour is present for ocyketh guards I think).

A few of us had a lot of fun (and got some decent xp) recently by walking into a group of shalah and hitting one to pull it and a few friends. We even started hitting them when they spawned although 10 were a bit much at times for our 3 melee and 2 healers. It was pretty hectic and broke up the robotic tyrancha pulling it's easy to slip into.

Even for 'regular' levelling it's useful to pull 2 mobs when the team size gets a bit larger than what is 'efficient' and you don't want to (or can't) go up a *level.

It's surprising how much a close team of skilled people can tackle.